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Pojo's Yu-Gi-Oh Card of the Day

Shadowknight Archfiend

Card Number - DCR-068

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - 12.29.03

wartortle32 Shadowknight Archfiend 
(Wind/Fiend/4/2000/1600)
The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is a 3, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points is halved. 


Brute force is the theme for most of these Archfiend cards, and Shadowknight adds to that theme. 2000 ATK for a level 4 monster is very good and the drawback from its effect isn't that bad if you know how to use this card. The 900 LP cost of this card is the highest for Archfiend monsters, but if you're using Archfiend monsters, you should be using Pandemonium, so LP payment isn't that huge of a problem. Then there is the drawback of the damage inflicted towards the opponent being halved. This problem can be solved by using Shadowknight to attack opponent's monsters and using your other monsters to attack the opponent's LP directly. Of course this situation wont always present itself, such as when Shadowknight is your only monster. Obviously there had to be some drawback or this monster would be overpowered. However, it is still great for taking out most level 4 monsters such as Gemini Elf, T-Virus, or Don Zaloog. In the trial runs of the Archfiend deck I'm using, I've found that the effect of this monster does not reduce the amount of damage done to the opponent so much that it would cost you the game. Archfiend decks have more than enough firepower to make for the reduction of damage by this monster.

In an Archfiend deck, I'd give this 3.6/5. It is one of the staples of your attacking force as it's your strongest level 4 besides Terrorking. For all other decks, I would avoid this as there are better monsters for beatdown than this and the LP cost will really hurt you in the long run. 
MerrilHess Shadowknight Archfiend 
(Wind/Fiend/4/2000/1600) 
The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is a 3, negate the effect and destroy the opponent’s card. The Battle Damage this card inflicts to your opponent’s Life Points is halved. 


Ok, this card has a great attack for 4 stars, but the fact any damage done to your opponent is halved decreases his usefulness by a great amount if you ask me. The payment is, IMO, outrageous because of how unuseful he is. Another bad thing is you have to roll a 3 to prevent an effect that targets Shadowknight Archfiend means you won’t negate much unless you have the best luck in the world. On a final bad note, he isn’t searchable at all. 

The good points are the fact he can be used to fend off pesky 1900 beatsticks. He is kinda like Zombrya without the losing attack part. He can be used as a wall if you really need it, and he makes great Necrofear food. Other than that, he’s pretty much useless. 

I give Shadowknight Archfiend a 6/10 due to his lack of uselessness in many decks. If you want a 2000 ATK Archfiend, just play Terrorking Archfiend.  
f00b Shadowknight Archfiend - 12/29/03

Shadowknight Archfiend (Wind/Fiend/4/2000/1600)
The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is a 3, negate the effect and destroy the opponent’s card. The Battle Damage this card inflicts to your opponent’s Life Points is halved.

Pros:
+I heard 4 star 2000 ATK mons are good…
+Chance to negate a targeting effect
+Fiend ^_^

Cons:
-LP cost, especially since it’s obligatory
-Does only half damage to your opponent’s life points

Combos:
*Man, not really. Pandemonium of course works with all Archfiends so you don’t have to pay the 900 Life Point cost.
*And being a fiend means this would fit perfectly into a deck with Necrofear, but neither of these are really combos, just cards that have good synergy with each other.

Now, the evasion this card has through the dice roll is minimal due to the lack of [good] targeting effects available in tournament worthy decks. I suppose the CHANCE to negate a Snatch Steal or Change of Heart is useful, but it’s not the best thing, either.

I can see this being a decent attacker in an Archfiend deck, although undoubtedly the infernalqueen, terrorking, and archfiend soldier are all better choices for the same beatdown effect this fiend gives.

And, as they go, the ability to attack an open field for only half the damage is kind of weak. A maximum damage of 1000 this way (not including equips) means it’s actually better to throw this guy at an opposing 1900 and settle for the gargantuan 50 LP damage it does -_-.

Speaking of which, that’s what this guy is GOOD at. Gemini Elf, Archfiend Soldier, Luster Dragon, Skilled Dark Magician, all of these fall to the fury of Shadowknight Archfiend. And, given that most monsters don’t tend to stay on the field for more than one or two turns, the mandatory cost to your life points for keeping this guy out shouldn’t really make too much difference :P

That said, the card is alright, I would much rather play multiple infernal queens and archfiend soldiers over this, but sometimes those are hard to get your hands on, etc ^_~ So this card isn’t a terrible replacement.

And BTW, this card is good in draft. You wouldn’t think so, but a cheap beatstick is needed and if you kill enough monsters to keep your opponent on the defensive, they will have to throw some chump monster at you, at which chance you get to destroy the shadow knight and stop losing those terrible life points. And I heard drafting pandemonium is at least of SOME help with this card >_<;

Ratings:
Constructed - 2.5/5 Just that: average
Limited - 2.8/5 LP hurts, but it’s still useful 
yugi2112 The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is a 3, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points is halved.

Hmmm... Shadowknight Archfiend. What ya got here is a solid non-searchable beatstick. Wow! 2000 ATK. Of course here we go with the add-ons. First off right off the bat we've got it's too high DEF at 1600. Of course, it can't be 1500 because Konami only wants us to play wit non-searchable cards making WoTBF useless. The most payment out of the Archfiends is another negative. Forcefully paying 900 life points is never good. Like most of the Archfiends you've got the negating part. I like it but you've got a 1 out of 6 chance. Not good. Let's look at the last part shall we? A Susa Soldier. A dirty ol' Susa Soldier. Not great. If you've got a free open field to attack you are attacking with a 1000 ATK monster. Don't think you'll be leaving empty handed. Cards like Axe of Despair only brings the grand total to 1500 instead of 2000. Fortunately this guy is another Archfiend chess piece and should be a decent card when played correctly.

Rating: 2.3/5 
infinitekhaos Shadowknight Archfiend
(Wind/Fiend/4/2000/1600)
The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is a 3, negate the effect and destroy the opponent’s card. The Battle Damage this card inflicts to your opponent’s Life Points is halved.


The first thing that catches my eye when looking at this card is "level 4, 2000 ATK." The other big thing is that this card is not searchable. Then if you want to protect it from an effect, you need to depend on rolling a 3, as with terrorking, you have a better chance as you have more options. The last effect is the dagger, the damage this card inflicts is HALVED. This card is terrible, even in an archfiend deck, the cost of keeping it alive is not worth it. It cant be searched, its unlikely to roll a 6, and take terrorking over this card.

Tourney - 2.0/5

Draft - 2.5/5

Artwork - 3.0/5

Closing Line - Oh...you're at 2000? attack! TAKE 1000! 

 

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